- Must have 240 (or more0 Skill Points used in Jedi- Must be a rebel or imperial. NO neutral- Must NOT be Combatant or SF- Once you meet the above, goto a shrine and kneel.- Journeyman Trainers are located at dark and light enclaves.

Fixes for Test- Fixed schematics for various tokens- Fixed lair names on Mandalore and Taanab- Added Melee Mitigation 1 to Master Journeyman- Adjusted Mount ferocity so they can be controlled by non-ch's- Sith Speeder sounds now working

Jedi / BH / Ranged- Ranged have a higher chance to by pass saber block - Maser BH have an even greater chance to by pass saber block - Lightsabers will have a higher change for armor break on non-jedi characters armor

New Changes - 16 July 20171. Changed timers on choke, AI, mindblast1, and mindblast2 to 1 minute2. All times will display how long you have left before the time is up when you use the ability again3. Fixed bypass saberblock for non ranged toons and non ranged NPCS (the effect will not fire unless they are ranged)4. All powers require the user to have a saber equipped to use the power5. Fixed a bug when the user tries a ability with a timer that it fires the ability and adds a the timer still even though the user gets an error telling them that they need to have a saber equipped.6. Avatar Station and Star Destroying Dungeons have been added to quick travel guy.

New Changes - 17 July 20171. All powers attack abilities now use the saber speed and saber force cost to calculate how fast you can cast and how much force is used.

New Changes - 18 July 20171. Modification to the Master Powers saber to account for the change in the use of saber speed in the equation when seeing how fast an ability can be cast for powers. (this should put Master Powers speed and force use on par with Master Sabers)

2. Clothing/Armor will now have it's name change to yellow when an attachment is added - showing that it has an attachment in the item.

An attempt at making armor and clothing attachments more useful, and less junk drops.Along with attempting to make item specific skill mods make sense.

aim alertlert beserk - from what I can tell the skill has no effect of effectiveness or duration carbine_aim clothing_repair combat_bleed_defense droid_complexity droid_customization foraging grenade_assembly grenade_experimentation heavyweapon_accuracy heavyweapon_speed instrument_assembly intimidate - from what I can tell the skill has no effect. The ability Intim1 and Intim2 have set resists and duration. medical_foraging onehandmelee_damage pistol_aim rescue rifle_aim steadyaim structure_complexity twohandmelee_damage volley warcry - same reasoning as initimdate.

On Armor (not attachments)removed everything except tributary defense skill mods to make it more appealing to any combat class.On Clothing (not attachments)removed most all combat related skill modsOn Weapons removed any skill mod not related to that weapon.

New Changes - 22 July 2017

- New Journeyman Heal - Heal ALL wounds. Heals all pools and Force, removed all states and battle fatigue.

- Can only be used 1x every 24 hours

- New Jedi Trinket - Placed in Journeyman Damage and Force Refined Crystal Pack. Must be looted (tbd) and is a no-trade item.